About this mod

Author's instructions

You are allowed to use the models and textures for none-profit mods to Fallout and Elder Scroll games as long as you give credit to me and CGTextures.com.

For commercial use or use in other games/applications you must first receive my permission.

File credits

One or more textures have been created with resources from Caym (caym.deviantart.com), AGF81 (agf81.deviantart.com)and Nobiax (nobiax.deviantart.com).

One or more textures have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information.

Some textures made with MaPZone 2 by Allegorithmic.

Normal map and DDS conversion with Texture Tools by Nvidia.

Script for automatic doors made by Cipscis, I believe

Changelogs

Version 1.5.1

Missing glass texture in 1.5 added.

Version 1.5

Resaved textures for smaller files.

Added one gurney.

Added one healing machine.

Added one fridge.

Added one oven.

Added one kitchen bench.

Added one water tap.

Version 1.4

Added one workbench.

Added four containers.

Added two corner pieces.

Added one decoration.

Added one bed.

Adjusted texture of TableC.

Adjusted position of doors.

Fixed triangulation of DecorationA.

Version 1.3

Added one new chair.

Added one new table.

Added two new decorations.

Adjusted size of triggers for the automatic doors.

Adjusted collision for outside stairs.

Version 1.2

Added one new stool.

Added one new table.

Changed collision on armchair so characters no longer get stuck when getting up.

Changed texture of armchair slightly.

Version 1.1

Added one new armchair.

Added two new sofas.

Added two new tables.

Added one new screen.

Changed earth texture.

Building Resource

----------------------

Description:

This is the successor to my previous mod "Interior Resource" (www.fallout3nexus.com/downloads/file.php?id=14356). Unlike it's predecessor, this resource contains both exterior- and interior models and is set up to not require an interior cell.

The Base04.esp file adds an example of the building south-west of the Northern Passage, in a cell named 4Base. This contains automated doors but no furniture or navmesh.

The plan is to add custom furniture in future updates so please track this file.

----------------------

Known problems:

Version 1.5 is missing a glass texture. Sorry about that. I've uploaded an update file that adds the texture.

No nav-mesh, leading to weird NCP behavior. I have tried to make a nav-mesh and I might upload what I have in the next update.

Building is invisible from afar. LOD data is troublesome to generate with GECK and will not be done by me.

Textures are very bright when hit by sunlight. This seems to be worsened by having HDR enabled. I do not know if there is a way to lessen the effect and would appreciate suggestions.

General lack of ambient occlusion and shadows. I am looking into how nifs use vertex colour for these effects but have no convenient way of transferring the vertex colour data to the nif format.

----------------------

Contribute:

You are welcome to improve on this resource and find solutions to the problems mentioned in the section above. If you do, please send me your work so that it can either be linked to as a recommended download or be incorporated in the main file.